Enhancing Your Music's Depth: Advanced Stereo Imaging Techniques

Published 2024-04-28
In this video, we delve into the art of enhancing your music's depth through advanced stereo imaging techniques. We use simulation tools to convincingly place orchestral instruments inside a virtual theater space, achieving spatial clarity and realism. Whether you're a seasoned producer or just starting out, this tutorial will equip you with the skills to take your music production to the next level. Dive into the world of dimensional sound and elevate your mixes with precision and creativity.

Follow google colab link to create your own simulated impulse responses: colab.research.google.com/drive/19s5x951mL1JrdtrmP…

about #Astrobear:
Astrobear is the electronic music project of John Janiczek. This project explores multiple genres with a common theme of blending polar opposites like aggressive electro bass lines with gentle ambient melodies. Astrobear was discovered when his remix of Hyperlandia by Deadmau5 was selected as the winner of the Microsoft Original by Design competition. Now, Astrobear enters the year releasing his first track with the Mau5trap label, titled “So Says the Sea”, as a part of the “We Are Friends 11” compilation album.

▶︎ Astrobear online:
Find my music and content organized at: biglink.to/astrobear
Follow me at: instagram.com/astrobearmusic

All Comments (4)
  • @BartWronsk
    Cool technique and a very convincing end result! Sounds much more real than normal stereo widening or even those stock impulse responses. I think I know a possibly better way (caveat: I studied EE and did some acoustics and psychoacoustic classes, but it was almost 20y ago 😅): instead of having ears 1m apart and faking stereo this way, what you'd really want is a 3D impulse response per mic (for N different directions covering a sphere) which is convolved with the directional frequency response of each ear. (Some data like this is available for different measured heads in literature). The reason is that while our ears are very close and will hear mostly highest frequencies timing differences, our heads and ears act like a filter: left ear will hear all low frequencies from all directions as those pass through our head, but the highest frequencies will be more and more dampened from all the directions except for the ones that are not obscured by our head. I looked at the package code, and it seems they don't support it for arbitrary rooms, unfortunately. It wouldn't be terribly difficult to implement (when they record a ray hitting mic, store the direction in a directional representation such as spherical harmonics), but possibly quite a large change in their codebase. :(
  • @TildeSounds
    your biglink appears to be broken. dope video tho